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Character Visual Structure
michal-kapala edited this page Aug 19, 2021
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This is mostly a writeup how the 5 elements that make up the player appearance are derived over the packets
class = 0..2 //the 3 character types
helmet = asset key
head = 0..6
power = 0..6
camo = 0..0x20
skinTone = 0..0x20
Some of these indexes come from data tables inside the yeti filesystem to set them a combination of packets are used together:
[key: e7701f70] SetData:1 ///Data/99 - Standalone/GRODummy/GRO-Dummy/Modelisation/Data table/Camo_DataTable.dtb
[key: e7701f71] SetData:1 ///Data/99 - Standalone/GRODummy/GRO-Dummy/Modelisation/Data table/Skin_DataTable.dtb
[key: e7701f72] SetData:1 ///Data/99 - Standalone/GRODummy/GRO-Dummy/Modelisation/Data table/Head_DataTable.dtb
[key: e7701f75] SetData:1 ///Data/99 - Standalone/GRODummy/GRO-Dummy/Modelisation/Data table/Body_DataTable.dtb
[key: e7701f76] SetData:1 ///Data/99 - Standalone/GRODummy/GRO-Dummy/Modelisation/Data table/Power_DataTable.dtb
- From characters the face parameter is used to select a face skin tone entry with same ID
- From this the objectKey parameter is used to set the head
- From characters the skin parameter is used to select a face skin tone entry with same ID
- From this the objectKey parameter is used to set the skin tone
- InventoryBag with type 4 is selected
- From there InventoryBagSlot with SlotID 8 is selected
- From this the InventoryID is used to select an useritem with the same inventoryID
- From this the itemID is used to select an armoritem with same ID
- From this the assetKey parameter sets the helmet
- InventoryBag with type 4 is selected
- From there InventoryBagSlot with SlotID 9 is selected
- From this the InventoryID is used to select an abilityitem with the same classID
- From this item the type parameter sets the power
- InventoryBag with type 4 is selected
- From there InventoryBagSlot with SlotID 7 is selected
- From this the InventoryID is used to select an useritem with the same inventoryID
- From this item the itemID is used to select an armortier with the same ID
- From this the modefierListID is used to select an skillmodefierlist with same ID
- From its list of skillmodefiers one is selected with modtype = 12 and proptype = 5
- From that the methodvalue parameter sets the camo